Progress on Rewriting Packet Handling
Continued building a system for transferring the complete internal states of our dimensions from the server to the client. However, Steven suggested that clients only need minimal data to operate properly, as opposed to the server. My motivation for this more complicated system was the concern that minimal information wouldn't be enough. I'm going to commit my progress, then tear it down and write a much simpler version.
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@@ -11,7 +11,7 @@ import net.minecraft.network.packet.Packet1Login;
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import net.minecraft.network.packet.Packet250CustomPayload;
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import net.minecraft.server.MinecraftServer;
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import StevenDimDoors.mod_pocketDim.core.PocketManager;
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import StevenDimDoors.mod_pocketDim.watcher.IOpaqueMessage;
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import StevenDimDoors.mod_pocketDim.messages.IDataMessage;
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import cpw.mods.fml.common.network.IConnectionHandler;
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import cpw.mods.fml.common.network.Player;
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@@ -41,7 +41,7 @@ public class ConnectionHandler implements IConnectionHandler
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//Send information about all the registered dimensions and links to the client
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try
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{
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IOpaqueMessage message = PocketManager.getState();
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IDataMessage message = PocketManager.getState();
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Packet250CustomPayload packet = new Packet250CustomPayload();
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ByteArrayOutputStream buffer = new ByteArrayOutputStream();
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DataOutputStream writer = new DataOutputStream(buffer);
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